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Topic ClosedJuly 29 Release Bug Reports

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Rill View Drop Down
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Direct Link To This Post Posted: 31 Jul 2012 at 01:34
Production rate (gathering time) for the new resources in the inventory shows the number of resources currently in the inventory.
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Direct Link To This Post Posted: 31 Jul 2012 at 04:24
Right now I can see other people's caravans going back to their towns in the trade movements screen after having dropped of some goods at my town. Are we supposed to see that? We never could before which is why I ask.

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Direct Link To This Post Posted: 31 Jul 2012 at 05:40
I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
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Direct Link To This Post Posted: 31 Jul 2012 at 05:47
Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.
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Direct Link To This Post Posted: 31 Jul 2012 at 05:56
Originally posted by The_Dude The_Dude wrote:

Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Ah ok... well A) that sucks, and B) they might want to change the notification message when a cotter gets bumped; mine said "1 Cotter from Draeboroth were interrupted at [-292|45] in Meilla having harvested 55 and are returning home", suggesting that they had harvested something.
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Direct Link To This Post Posted: 31 Jul 2012 at 06:06
Originally posted by draebor draebor wrote:

Originally posted by The_Dude The_Dude wrote:

Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Ah ok... well A) that sucks, and B) they might want to change the notification message when a cotter gets bumped; mine said "1 Cotter from Draeboroth were interrupted at [-292|45] in Meilla having harvested 55 and are returning home", suggesting that they had harvested something.
Actually, I don't think this is by design. From the Release Notes:

" In some cases, your gatherer might labour for nearly a whole day just to get one unit of a rare resource: if bumped off one second before completion, he gets nothing. Caravans always get something if interrupted – but Miners, Skinners and Herbalists do not."

I believe what that's saying (is the use of "Caravans" an error?) is that Cotters always get something if interrupted, and the Specialized gatherers may not if they hadn't harvested a full unit of their res type. This question has come up many times, perhaps the devs could clarify.
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Direct Link To This Post Posted: 31 Jul 2012 at 06:06
I thought it was clarified that they were supposed to bring back anything that completed harvesting?  Some minerals take 20 hours to harvest 1, so you wouldn't get any if you were bumped after 10 hours, but if you have finished harvesting a unit you still get one? It seemed like one of the devs said something to that effect, but perhaps I misunderstood.
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Direct Link To This Post Posted: 31 Jul 2012 at 06:17
Originally posted by draebor draebor wrote:

Originally posted by The_Dude The_Dude wrote:

Originally posted by draebor draebor wrote:

I had a cotter harvesting minerals... sent a second cotter to the same resource after 10 hours of harvest (55 minerals)... second unit bumped out first unit, but no minerals were added to city inventory when the first cotter arrived back.
 I think cotters are all or nothing on harvesting ... not like vans on basic res.  If the cotter is bumped, you go home empty is how it is designed.


Ah ok... well A) that sucks, and B) they might want to change the notification message when a cotter gets bumped; mine said "1 Cotter from Draeboroth were interrupted at [-292|45] in Meilla having harvested 55 and are returning home", suggesting that they had harvested something.
A cotter harvests every hour (7 units human, 5 units others - per cotter) until their inventory is full (100 units), the resource is depleted or they are interrupted; they also gather in parallel. However, you do not receive any resource for any incomplete hours (interruption).

e.g. As a human if you sent 10 cotters to a herb patch and they were interrupted after 3hrs 45 mins; they will have collected 210 units of herbs  (7 rate * 10 units * 3 hrs). 

The amount they have already harvested from any preceeding hours is shown on the trade movements page; and you will be told how much that was at the completion of harvesting.

Miners and Herbalists are different in that their harvest time is determined by what they are harvesting and they only harvest a single rare per unit.

Skinners are similar in that they each harvest a single rare, however they take 2 hrs and a group can harvest all sorts of different things (animal drops are a bit of a mixture).

draebor: could you raise a bug from the town that you sent the cotter from as you not receiving the goods that were harvested ( 55 minerals) as it was a bug that has now been fixed.

We will also be shortly be introducing a differentiation between rare animal parts and hides and they are both represented by the same icon and description and this seems to be confusing some people ("invisible bumps" which are actually the hides depletion, but leaving the hide icon because there are still animal rares on the spot)


Edited by GM ThunderCat - 31 Jul 2012 at 06:21
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Direct Link To This Post Posted: 31 Jul 2012 at 06:44
How do we avoid over-harvesting a herb patch, and having it disappear, unless we know how many herbs are left there? For caravans harvesting regular resources, we get a message saying how many resources are present there when we being harvesting, but we get no such message for cotters.

" Grapes and Herbs  are living things. They appear in appropriate terrain – some only in very specific areas, some more generally. If you exhaust all of a resource on one square, it will be destroyed, gone – you have dug up every plant, so it isn't growing back.  Some patches are quite small, and will always be exhausted by a single Cotter, but others are quite large. If you harvest carefully from a larger patch, you can keep the patch going for a long time, as harvested contents do grow back.  When a patch is eradicated it will likely respawn elsewhere on the map, to prevent the complete extinction of a genus."
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Direct Link To This Post Posted: 31 Jul 2012 at 06:58
Recalling with messengers is now resolved.
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